/*
 * Copyright (C) 2008-2008 LeGACY <http://www.legacy-project.org/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#ifndef __LEGACY_OBJECTGRIDLOADER_H
#define __LEGACY_OBJECTGRIDLOADER_H

#include "Utilities/TypeList.h"
#include "Platform/Define.h"
#include "GameSystem/GridLoader.h"
#include "GridDefines.h"
#include "Cell.h"

class ObjectWorldLoader;

class LEGACY_DLL_DECL ObjectGridLoader
{
	friend class ObjectWorldLoader;

	public:
		ObjectGridLoader(NGridType &grid, Map* map, const Cell &cell)
			: i_cell(cell), i_grid(grid), i_map(map), i_gameObjects(0), i_creatures(0)
		{}

		void Load(GridType &grid);
		void Visit(GameObjectMapType &m);
		void Visit(CreatureMapType &m);
		void Visit(CorpseMapType &) {}

		void Visit(DynamicObjectMapType&) {}

		void LoadN(void);

	private:
		Cell i_cell;
		NGridType &i_grid;
		Map* i_map;
		uint32 i_gameObjects;
		uint32 i_creatures;
		uint32 i_corpses;
};
/*
class LEGACY_DLL_DECL ObjectGridUnloader
{
	public:
		ObjectGridUnloader(NGridType &grid) : i_grid(grid) {}

		void UnloadN()
		{
			for(unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
			{
				for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
				{
					GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
					loader.Unload(i_grid(x, y), *this);
				}
			}
		}

		void Unload(GridType &grid);
		template<class T> void Visit(GridRefManager<T> &m);
	private:
		NGridType &i_grid;
};
*/


typedef GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> GridLoaderType;

#endif
